public CombatMissionsBehavior()
        {
            _lastPulse = DateTime.MinValue;

            _random = new Random();
            _salvage = new Salvage();
            _combat = new Combat();
            _drones = new Drones();
            _unloadLoot = new UnloadLoot();
            _agentInteraction = new AgentInteraction();
            _arm = new Arm();
            _courierMissionCtrl = new CourierMissionCtrl();
            _switchShip = new SwitchShip();
            _combatMissionCtrl = new CombatMissionCtrl();
            _panic = new Panic();
            _storyline = new Storyline();
            _statistics = new Statistics();
            _watch = new Stopwatch();

            //
            // this is combat mission specific and needs to be generalized
            //
            Settings.Instance.SettingsLoaded += SettingsLoaded;

            // States.CurrentCombatMissionBehaviorState fixed on ExecuteMission
            _States.CurrentCombatMissionBehaviorState = CombatMissionsBehaviorState.Idle;
            _States.CurrentArmState = ArmState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState = TravelerState.AtDestination;
        }
예제 #2
0
        public CombatMissionsBehavior()
        {
            _lastPulse = DateTime.MinValue;
            _random = new Random();
            _courierMissionCtrl = new CourierMissionCtrl();
            _combatMissionCtrl = new CombatMissionCtrl();
            _storyline = new Storyline();

            //
            // this is combat mission specific and needs to be generalized
            //
            QuestorSettings.Instance.SettingsLoaded += SettingsLoaded;

            // States.CurrentCombatMissionBehaviorState fixed on ExecuteMission
            _States.CurrentCombatMissionBehaviorState = CombatMissionsBehaviorState.Idle;
            _States.CurrentArmState = ArmState.Idle;
            _States.CurrentUnloadLootState = UnloadLootState.Idle;
            _States.CurrentTravelerState = TravelerState.AtDestination;
        }